To do somthing simple and quick, improving my skills I choose this razor I have.
I'll be trying to make it close to real life as possible within udk.
More Ref photos: Daniel J Manion (NautalusX) - Portfolio - GameArtist, Environmental, Props, Technical, Mechanical, War Machines, Vehicles, SCI-FI
I notice 5 different materials,
1. Shiney metal plastic (grey diffuse, cubemap, high spec, normal gloss) ???
2. Slightly textured rubber (black diffuse, bumbs in normal, high gloss, low spec)
3. textured plastic (black diffuse, bumps in normal, lower gloss, slightly higher spec)
4. pitted metal, slightly reflective (cubemap, bumps in diffuse, low gloss, high spec)
5. screws, reflective (cubemap, high spec, low gloss)
I'll be posting my progress soon hopefully as I plan this to be a quick workout.
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Here's how it came out. I learned from this not to mirror normals over obvious seams in udk if you cant hide them.
are the seams coming from when you bake lightmaps?